diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-19 18:30:33 +0100 |
---|---|---|
committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-19 18:30:33 +0100 |
commit | 3a5d4c67dba2edd54a5c888432a8d794d152255e (patch) | |
tree | 43fec0bd1b40b4ca297639c150e19f67bf11061d /src/crepe/system | |
parent | 2c4627673f48196e845fc1bcb7b62b3de72c7ab6 (diff) |
improved doxygen comments
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 15 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 51 |
2 files changed, 45 insertions, 21 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 3da8a50..a8e6181 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -250,6 +250,7 @@ vec2 CollisionSystem::get_box_box_detection(const BoxColliderInternal & box1, co && pos1.y + half_height1 > pos2.y - half_height2 && pos1.y - half_height1 < pos2.y + half_height2) { + resolution = {0,0}; float overlap_x = (half_width1 + half_width2) - std::abs(delta.x); float overlap_y = (half_height1 + half_height2) - std::abs(delta.y); if (overlap_x > 0 && overlap_y > 0) { @@ -404,7 +405,6 @@ CollisionSystem::CollisionInfo CollisionSystem::get_collision_info(const Collisi return collision_info; } -// Below is for collision handling void CollisionSystem::determine_collision_handler(const CollisionInfo & info) { Rigidbody::BodyType self_type = info.self.rigidbody.data.body_type; Rigidbody::BodyType other_type = info.other.rigidbody.data.body_type; @@ -425,7 +425,7 @@ void CollisionSystem::determine_collision_handler(const CollisionInfo & info) { // Handle collision if (static_collision || kinematic_collision) this->static_collision_handler(inverted); // Call scripts - this->call_collision_events(inverted, info); + this->call_collision_events(inverted); return; } @@ -436,7 +436,7 @@ void CollisionSystem::determine_collision_handler(const CollisionInfo & info) { // Handle collision if (static_collision || kinematic_collision) this->static_collision_handler(info); // Call scripts - this->call_collision_events(info, inverted); + this->call_collision_events(info); return; } @@ -444,7 +444,7 @@ void CollisionSystem::determine_collision_handler(const CollisionInfo & info) { // Handle collision this->dynamic_collision_handler(info); // Call scripts - this->call_collision_events(info, inverted); + this->call_collision_events(info); } void CollisionSystem::static_collision_handler(const CollisionInfo & info) { @@ -565,14 +565,13 @@ void CollisionSystem::dynamic_collision_handler(const CollisionInfo & info) { } } -void CollisionSystem::call_collision_events(const CollisionInfo & info, - const CollisionInfo & info_inverted) { +void CollisionSystem::call_collision_events(const CollisionInfo & info) { CollisionEvent data(info); - CollisionEvent data_inverted(info_inverted); + CollisionEvent data_inverted(-info); EventManager & emgr = this->mediator.event_manager; emgr.trigger_event<CollisionEvent>(data, info.self.transform.game_object_id); emgr.trigger_event<CollisionEvent>(data_inverted, - info_inverted.self.transform.game_object_id); + -info.self.transform.game_object_id); } diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 2e9901c..30340b5 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -146,9 +146,12 @@ private: /** - * \brief Determines the appropriate collision handler for a collision. + * \brief Determines the appropriate collision handler for a given collision event. * - * Decides the correct resolution process based on the dynamic or static nature of the colliders involved. + * This function identifies the correct collision resolution process based on the body types + * of the colliders involved in the collision. It delegates + * collision handling to specific handlers and calls collision event scripts + * as needed. * * \param info Collision information containing data about both colliders. */ @@ -160,14 +163,20 @@ private: * Calls both collision script to let user add additonal handeling or handle full collision. * * \param info Collision information containing data about both colliders. - * \param info_inverted Collision information containing data about both colliders in opposite order. */ - void call_collision_events(const CollisionInfo & info, const CollisionInfo & info_inverted); + void call_collision_events(const CollisionInfo & info); /** * \brief Handles collisions involving static objects. * - * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. + * This function resolves collisions between static and dynamic objects by adjusting + * the position of the static object and modifying the velocity of the dynamic object + * if elasticity is enabled. The position of the static object is corrected + * based on the collision resolution, and the dynamic object's velocity is adjusted + * accordingly to reflect the collision response. + * + * The handling includes stopping movement, applying bouncing based on the elasticity + * coefficient, and adjusting the position of the dynamic object if needed. * * \param info Collision information containing data about both colliders. */ @@ -176,7 +185,10 @@ private: /** * \brief Handles collisions involving dynamic objects. * - * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. + * Resolves collisions between two dynamic objects by adjusting their positions and modifying + * their velocities based on the collision resolution. If elasticity is enabled, + * the velocity of both objects is reversed and scaled by the respective elasticity coefficient. + * The positions of the objects are adjusted based on the collision resolution. * * \param info Collision information containing data about both colliders. */ @@ -186,7 +198,8 @@ private: /** * \brief Checks for collisions between colliders. * - * Identifies collisions and generates pairs of colliding objects for further processing. + * This function checks all active colliders and identifies pairs of colliding objects. + * For each identified collision, the appropriate collision data is returned as pairs for further processing. * * \param colliders A collection of all active colliders. * \return A list of collision pairs with their associated data. @@ -212,7 +225,9 @@ private: /** * \brief Checks for collision between two colliders. * - * Calls the appropriate collision detection function based on the collider types. + * This function determines whether two colliders are colliding based on their types. + * It calls the appropriate collision detection function based on the collider pair type and stores the collision resolution data. + * If a collision is detected, it returns true, otherwise false. * * \param first_info Collision data for the first collider. * \param second_info Collision data for the second collider. @@ -224,29 +239,39 @@ private: /** * \brief Detects collisions between two BoxColliders. * + * This function checks whether two `BoxCollider` are colliding based on their positions and scaled dimensions. + * If a collision is detected, it calculates the overlap along the X and Y axes and returns the resolution vector. + * If no collision is detected, it returns a vector with NaN values. + * \param box1 Information about the first BoxCollider. * \param box2 Information about the second BoxCollider. - * \return returns resolution vector if collide otherwise returns {-1,-1} + * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ vec2 get_box_box_detection(const BoxColliderInternal & box1, const BoxColliderInternal & box2) const; /** * \brief Check collision for box on circle collider * + * This function detects if a collision occurs between a rectangular box and a circular collider. + * If a collision is detected, the function calculates the resolution vector to resolve the collision. + * If no collision is detected, it returns a vector with NaN values + * * \param box1 Information about the BoxCollider. * \param circle2 Information about the circleCollider. - * \return returns resolution vector if collide otherwise returns {-1,-1} + * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ vec2 get_box_circle_detection(const BoxColliderInternal & box1, const CircleColliderInternal & circle2) const; /** * \brief Check collision for circle on circle collider * + * This function detects if a collision occurs between two circular colliders. + * If a collision is detected, it calculates the resolution vector to resolve the collision. + * If no collision is detected, it returns a vector with NaN values. + * * \param circle1 Information about the first circleCollider. * \param circle2 Information about the second circleCollider. - * \return returns resolution vector if collide otherwise returns {-1,-1} - * - * \return status of collision + * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ vec2 get_circle_circle_detection(const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const; }; |